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Porting characters and monsters from 4th Edition to 5th Edition setting?
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<blockquote data-quote="MoutonRustique" data-source="post: 6739323" data-attributes="member: 22362"><p>I get what you're saying - we're just using <em>slightly</em> different versions of "narrow/breath of range".</p><p></p><p>Following your definition, you're quite correct. I'm using "breath of range" as "number of concrete different things". All this being said, I'll stop arguing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> At this point we're both looking at a sunset and arguing about the shade of orange it is. But arguing to argue is a pretty fun thing - so I'm doing myself a good deal of violence here. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Perhaps I'm not "getting it" - but I find the 5e fluff a bit to "tied-in" to be malleable enough for my purposes in <em>this</em> case. As an example : Fey =/= Fiend and it has some non-negligible impact in this game, so simply refluffing the druid summons hurts a bit, and stuff like this. It's nothing MAJOR, it's just little hang-ups in just a bit too many spots for my comfort.</p><p></p><p></p><p>Perhaps it could work, I'm just... I don't know... I doesn't seem to <em>fit</em> for me.</p><p></p><p>Examples are better :</p><p></p><p>My initial (3.x) mechanical concept was : basically Pokemon (but with demons/devils - so it's cool)</p><p>For this purpose, I had custom spells I built for my character in 3.x and got the ok from the DM. I wanted to have <em>summon X</em> spells at every spell level and with the proper theme:</p><p>- single fiendish goblin summon</p><p>- couple fiendish goblin (or one "orc")</p><p>- "battalion" (4 I think) of fiendish hobgoblins</p><p>- fiendish ogre</p><p>- fiendish spitting drake</p><p>... and so on and so forth, all around the theme of summoning "components" of this "evil devil/dude's" infernal army</p><p></p><p>When 4e came around... at first I pondered... <em>a lot.</em> But then I figured that I could use "lasting spells" and refluff my recast as the strain of trying to maintain the original spell.</p><p>So <em>lightning pillar</em> became my conjuring of a lightning based demon that was extremely hard to control (hence, I could only allow it to strike at those that came to close). <em>scorching blast</em> became the same kind of thing but with a fire demon that could teleport, etc.</p><p>The encounter spells were viewed in the same vein. The dailies were obviously not problematic. I played as a form of "lazy-wizard-lord-to-my-own-"summons"" <em>kinda</em>. I was pure battlefield control. But it worked and played fairly similar at the table and outside combat, I had the same <em>kind</em> of skills and options as I had in 3e. And, bit by bit, my character <em>became</em> my 4e character. So the transition is from this "version" as opposed to the 3.x one.</p><p></p><p>In 5e... as a wizard, the kind of powers I wanted to use were sort of "locked behind a 1 minute cast". Other spells worked beautifully for my concept (<em>flaming sphere</em> is a prime example.) But on the whole the wizard wasn't a great match (there's a whole thing about my familiar that required 3 levels of warlock - which works on most levels, but then removes options I had already used in the game because of the drop in spell level access.)</p><p></p><p>The druid is the best mechanical fit - but there were issues with the refluff/houserulling that didn't pass the DM check.</p><p></p><p>It's not that I can't have my character in 5e <em>at all</em>, it's that I can't have my character without ~2-3 (I admit simple) houserules. But, in this case, that was 2-3 houserules required too many for this game. And since I tend to think of an edition as being what is presented in the books, I don't assume particular house-rulings are available in all games (case-in-point: myself.)</p><p></p><p>... wow that was a lot of "not very useful info"... here's hoping it conveys where I'm coming from.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 6739323, member: 22362"] I get what you're saying - we're just using [I]slightly[/I] different versions of "narrow/breath of range". Following your definition, you're quite correct. I'm using "breath of range" as "number of concrete different things". All this being said, I'll stop arguing. :p At this point we're both looking at a sunset and arguing about the shade of orange it is. But arguing to argue is a pretty fun thing - so I'm doing myself a good deal of violence here. :) Perhaps I'm not "getting it" - but I find the 5e fluff a bit to "tied-in" to be malleable enough for my purposes in [I]this[/I] case. As an example : Fey =/= Fiend and it has some non-negligible impact in this game, so simply refluffing the druid summons hurts a bit, and stuff like this. It's nothing MAJOR, it's just little hang-ups in just a bit too many spots for my comfort. Perhaps it could work, I'm just... I don't know... I doesn't seem to [I]fit[/I] for me. Examples are better : My initial (3.x) mechanical concept was : basically Pokemon (but with demons/devils - so it's cool) For this purpose, I had custom spells I built for my character in 3.x and got the ok from the DM. I wanted to have [I]summon X[/I] spells at every spell level and with the proper theme: - single fiendish goblin summon - couple fiendish goblin (or one "orc") - "battalion" (4 I think) of fiendish hobgoblins - fiendish ogre - fiendish spitting drake ... and so on and so forth, all around the theme of summoning "components" of this "evil devil/dude's" infernal army When 4e came around... at first I pondered... [I]a lot.[/I] But then I figured that I could use "lasting spells" and refluff my recast as the strain of trying to maintain the original spell. So [I]lightning pillar[/I] became my conjuring of a lightning based demon that was extremely hard to control (hence, I could only allow it to strike at those that came to close). [I]scorching blast[/I] became the same kind of thing but with a fire demon that could teleport, etc. The encounter spells were viewed in the same vein. The dailies were obviously not problematic. I played as a form of "lazy-wizard-lord-to-my-own-"summons"" [I]kinda[/I]. I was pure battlefield control. But it worked and played fairly similar at the table and outside combat, I had the same [I]kind[/I] of skills and options as I had in 3e. And, bit by bit, my character [I]became[/I] my 4e character. So the transition is from this "version" as opposed to the 3.x one. In 5e... as a wizard, the kind of powers I wanted to use were sort of "locked behind a 1 minute cast". Other spells worked beautifully for my concept ([I]flaming sphere[/I] is a prime example.) But on the whole the wizard wasn't a great match (there's a whole thing about my familiar that required 3 levels of warlock - which works on most levels, but then removes options I had already used in the game because of the drop in spell level access.) The druid is the best mechanical fit - but there were issues with the refluff/houserulling that didn't pass the DM check. It's not that I can't have my character in 5e [I]at all[/I], it's that I can't have my character without ~2-3 (I admit simple) houserules. But, in this case, that was 2-3 houserules required too many for this game. And since I tend to think of an edition as being what is presented in the books, I don't assume particular house-rulings are available in all games (case-in-point: myself.) ... wow that was a lot of "not very useful info"... here's hoping it conveys where I'm coming from. [/QUOTE]
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